← all logs

the Old Delve

easy · 10 rooms · came back · seed log-easy-20

Who went down: ⚔️ Cornelius Agrippa (fighter), ✨ Simon Forman (cleric), 🔮 Margaret Cavendish (wizard), ⚔️ Tycho Brahe (fighter)

5 damage, the party scattered across the floor, and only 10 gold in the wreckage — and it meets the next room spread out and unready.

The line this delve would be retold by.

The dramaturg reads it

10 of 12 values met. A reading, not a grade — the score exists to sort logs, not to judge them.

ValueWhat the log shows
met A delve should be about somebody. Cornelius Agrippa carries it (4 mentions against 3); 4/4 named
missed Rooms should be in the order they are for a reason. 1 of 10 rooms answer an earlier one (10%)
met Something must go wrong, and it should be legible when it does. 3 rooms cost the party something
met If every room is a beat, no room is. the loudest room runs 3.0× the median (peak 3, median 1)
met A choice reads as a choice only when the alternatives are named. 9 of 10 deliberations name a road not taken
n/a A death is only worth reading if the dead had a line first. nobody fell
met Name the thing and state the number. 7 of 10 resolutions state a number
met The party should not argue in one voice. 4 distinct voices across 9 deliberations
met No sentence should appear twice in one delve, verbatim. every effect line is said once
missed The boss should get to be a boss. the boss died without acting — the delve has no climax
met A resolution should be readable in one breath. every resolution inside its budget
met The back half should cost more than the front half. front half 2, back half 4
met The ending should answer the delve it ended. the epitaph names somebody who went down

The transcript

⬛ Room 1 — corridor

A connecting corridor. Nothing blocks the way; the party moves through. An anvil sits under a dead forge, still true.

There was only one option: the party chose to move on.

The party files through and leaves the room behind.

🪐 Room 2 — situation

A connecting corridor. Nothing blocks the way; the party moves through.

They might have chosen to diagnose and treat the fever, or apply a natural remedy — Simon Forman made the case: "The god helps those who check for tripwires." The party chose to bring the fever down.

💚 The fever breaks under the working's touch. Cornelius Agrippa is steady again. +15 score. 🎓 Somebody checks the work who is qualified to: +10 renown.

📚 Room 3 — library

A library. The party can study here to learn spells. A brazier burns in its bracket — nobody has been here to feed it, and it burns anyway. Shelves sag under books nobody has audited in a century.

They might have chosen to read the sealed texts, or study the shelves — Margaret Cavendish made the case: "I asked permission for this spell. Twice." The party chose to strip the shelves.

📚 The wizard strips sagging shelves: a scroll of Shelf-Found Working for the grimoire.

👹 Room 4 — monster

A chittering rat swarm holds the room (attack 1, health 4). The party must decide how to get past it. It is a swarm: spell openings hit it ×1.5. It keeps clear of the torches: weak to fire (fire damage ×1.5). Half the ceiling is on the floor, in pieces worth stepping around. Pillars break the room into aisles — something to fight behind.

They might have chosen to negotiate the terms, or recognize his school — Tycho Brahe made the case: "My shield works best with me behind it and everything else very far away." The party chose to accept the duel.

🤺 It is a real bout and a close one, and he loses it grinning. The party goes through with its blood up and its front foot forward. +30 score, and a wedge into the next fight. 🎓 Nobody here is the person you would send. It shows, by 10 renown.

🛡️ Cornelius Agrippa takes the front of the march, and the rest fall in behind.

🪐 Room 5 — situation

A connecting corridor. Nothing blocks the way; the party moves through.

They might have chosen to appraise the three chests, or read the maker's mark — Cornelius Agrippa made the case: "My shield has a saint on it. She's watching. Form up." The party chose to take the heaviest chest.

💥 The heaviest chest was heavy because of what was packed around the lead. 5 damage, the party scattered across the floor, and only 10 gold in the wreckage — and it meets the next room spread out and unready.

✚ Cornelius Agrippa is opened up badly enough that the delve will keep it: 12 is as whole as they get until town. The Devout tend what the dungeon opens: fewer blows leave a mark that stays.

🪐 Room 6 — situation

A connecting corridor. Nothing blocks the way; the party moves through.

They might have chosen to observe every detail, or search the room methodically — Simon Forman made the case: "I have a strong feeling we should be elsewhere. Call it prophecy." The party chose to move along.

⏭️ Nothing here. You move on, and never know what you passed.

⚠️ Room 7 — trap

A trap blocks the corridor. The party must disarm it, avoid it, or take the hit. A tripwire runs up the wall to a bell: an alarm trap. Little damage, but the next monster will be warned (+2 attack). Half the ceiling is on the floor, in pieces worth stepping around.

They might have chosen to solve the progression, or read the dust — Margaret Cavendish made the case: "I did not survive the academy by standing in the open." The party chose to just walk it.

💥 It is a floor for about six paces. 3 damage out of the ceiling, and the party finishes the crossing at a scattered run.

🚶 The party looks into the burial wing (burial niches, most of them open) and keeps to the main route.

💰 Room 8 — treasure

A treasure chest sits in the room. It may hold gold; it may be a mimic. Somebody stacked supplies here and never came back for them.

They might have chosen to loot the treasure, or inspect it first — Tycho Brahe made the case: "A fight you skip counts double." The party chose to open it with Knock.

🚪 Knock opens the lock at range: 58 gold taken. The noise carries through the dungeon.

🕯️ Room 9 — shrine

A shrine. Resting here heals the party; the gold leaf on the altar could be stripped instead. A sarcophagus stands against the wall with its lid slightly wrong. A font holds water that has been still a long time and is somehow clean.

They might have chosen to rest and heal, or strip the gold leaf — Cornelius Agrippa made the case: "I'll guard the rear. Someone has to. Far back." The party chose to fill the waterskins.

⛲ The party fills its waterskins at a stone font of still water: 3 health healed.

🐉 Room 10 — boss

The boss chamber. The Dragon Whelp of the Deep Vault waits at its center (attack 4, health 12); killing it clears the dungeon. It flinches from the cold: weak to frost (frost damage ×1.5). A portcullis hangs raised above the passage, on a chain that still turns. A pit takes up a third of the floor. The bottom is not visible.

They might have chosen to stand and fight, or fall back — Simon Forman made the case: "We are exactly where we are meant to be. Regrettably." The party chose to shove it into the pit.

🕳️ The party shoves the monster into an open pit: 11 damage, and it has to climb back out. ⚔️ The Dragon Whelp of the Deep Vault is finished before it can strike back. 📐 The party meets it standing as the last room left them. 🔪 Six knives arrive before the party does: 4 damage before the first round. 🌐 There is room enough in the cavern to fight spread out, well apart. 🎒 2 more preparations hold besides — the ledger keeps them.

The way out

the Old Delve is cleared: the boss is dead and the party walks out. Survivors: Cornelius Agrippa, Simon Forman, Margaret Cavendish, Tycho Brahe. Rooms cleared: 10. Trophies carried out: 1 (latest: 🔥 a vial of whelp-fire).

Rooms cleared 10 · Score 321 · Gold 83 · Trophies 1 · Survivors 4

Regenerate this exact delve: npm run simulate -- --seed log-easy-20